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Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439)

This commit is contained in:
ocornut 2021-09-21 13:16:00 +02:00
parent c58fb46411
commit fa0a314f59
2 changed files with 6 additions and 3 deletions

View File

@ -152,6 +152,8 @@ Docking+Viewports Branch:
docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test. docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test.
- IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the - IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the
docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test. docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test.
- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
is disabled. (#4547, #4439) [@PathogenDavid]
- Docking: Improved resizing system so that non-central zone are better at keeping their fixed size. - Docking: Improved resizing system so that non-central zone are better at keeping their fixed size.
The algorithm is still not handling the repartition of size idealy for nested sibling, but it got better. The algorithm is still not handling the repartition of size idealy for nested sibling, but it got better.
- Docking: Fixed settings load issue when mouse wheeling. (#4310) - Docking: Fixed settings load issue when mouse wheeling. (#4310)

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@ -10413,8 +10413,9 @@ static void ImGui::NavUpdateWindowing()
} }
// Start CTRL-TAB or Square+L/R window selection // Start CTRL-TAB or Square+L/R window selection
bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && nav_keyboard_active && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{ {
@ -10465,7 +10466,7 @@ static void ImGui::NavUpdateWindowing()
// Keyboard: Press and Release ALT to toggle menu layer // Keyboard: Press and Release ALT to toggle menu layer
// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
{ {
g.NavWindowingToggleLayer = true; g.NavWindowingToggleLayer = true;
g.NavInputSource = ImGuiInputSource_Keyboard; g.NavInputSource = ImGuiInputSource_Keyboard;